From 3c8541d0c09497ef1c18a51549485bb9603b827b Mon Sep 17 00:00:00 2001 From: cutealien Date: Mon, 23 Jan 2023 21:12:06 +0000 Subject: [PATCH] Rename variable ISceneNode::UpdateAbsolutePosBehavior -> AbsPosUpdateBehavior Pretty new internal (protected) variable, so renaming shouldn't break yet too much. Reason is that VS code completion often showed that variable as first option before the way more used updateAbsolutePosition function. Which was a bit annoying. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6449 dfc29bdd-3216-0410-991c-e03cc46cb475 --- include/ISceneNode.h | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/include/ISceneNode.h b/include/ISceneNode.h index 61656b66..c448351a 100644 --- a/include/ISceneNode.h +++ b/include/ISceneNode.h @@ -50,7 +50,7 @@ namespace scene const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) : RelativeTranslation(position), RelativeRotation(rotation), RelativeScale(scale), Parent(0), SceneManager(mgr), TriangleSelector(0), ID(id), - UpdateAbsolutePosBehavior(ESNUA_TRANSFORM_MATRIX), AutomaticCullingState(EAC_BOX), + AbsPosUpdateBehavior(ESNUA_TRANSFORM_MATRIX), AutomaticCullingState(EAC_BOX), DebugDataVisible(EDS_OFF), IsVisible(true), IsDebugObject(false) { @@ -564,13 +564,13 @@ namespace scene //! Set how updateAbsolutePosition calculates the absolute transformation matrix void setUpdateAbsolutePosBehavior(ESCENE_NODE_UPDATE_ABS behavior) { - UpdateAbsolutePosBehavior = behavior; + AbsPosUpdateBehavior = behavior; } //! Get how updateAbsolutePosition calculates the absolute transformation matrix ESCENE_NODE_UPDATE_ABS getUpdateAbsolutePosBehavior() const { - return UpdateAbsolutePosBehavior; + return AbsPosUpdateBehavior; } @@ -682,12 +682,12 @@ namespace scene { if (Parent) { - if ( UpdateAbsolutePosBehavior == ESNUA_TRANSFORM_MATRIX ) + if ( AbsPosUpdateBehavior == ESNUA_TRANSFORM_MATRIX ) { AbsoluteTransformation = Parent->getAbsoluteTransformation() * getRelativeTransformation(); } - else if ( UpdateAbsolutePosBehavior == ESNUA_TRANSFORM_POSITION ) + else if ( AbsPosUpdateBehavior == ESNUA_TRANSFORM_POSITION ) { AbsoluteTransformation = getRelativeTransformation(); Parent->getAbsoluteTransformation().transformVect(reinterpret_cast(AbsoluteTransformation[12])); @@ -733,7 +733,7 @@ namespace scene out->addVector3d("Scale", getScale() ); out->addBool("Visible", IsVisible ); - out->addEnum("AbsPosUpdate", (s32)UpdateAbsolutePosBehavior, SceneNodeUpdateAbsNames); + out->addEnum("AbsPosUpdate", (s32)AbsPosUpdateBehavior, SceneNodeUpdateAbsNames); out->addInt("AutomaticCulling", AutomaticCullingState); out->addInt("DebugDataVisible", DebugDataVisible ); out->addBool("IsDebugObject", IsDebugObject ); @@ -760,7 +760,7 @@ namespace scene IsVisible = in->getAttributeAsBool("Visible", IsVisible); - UpdateAbsolutePosBehavior = (ESCENE_NODE_UPDATE_ABS)in->getAttributeAsEnumeration("AbsPosUpdate", SceneNodeUpdateAbsNames, (s32)UpdateAbsolutePosBehavior); + AbsPosUpdateBehavior = (ESCENE_NODE_UPDATE_ABS)in->getAttributeAsEnumeration("AbsPosUpdate", SceneNodeUpdateAbsNames, (s32)AbsPosUpdateBehavior); if (in->existsAttribute("AutomaticCulling")) { @@ -808,7 +808,7 @@ namespace scene RelativeScale = toCopyFrom->RelativeScale; ID = toCopyFrom->ID; setTriangleSelector(toCopyFrom->TriangleSelector); - UpdateAbsolutePosBehavior = toCopyFrom->UpdateAbsolutePosBehavior; + AbsPosUpdateBehavior = toCopyFrom->AbsPosUpdateBehavior; AutomaticCullingState = toCopyFrom->AutomaticCullingState; DebugDataVisible = toCopyFrom->DebugDataVisible; IsVisible = toCopyFrom->IsVisible; @@ -884,7 +884,7 @@ namespace scene s32 ID; //! How updateAbsolutePosition calculates AbsoluteTransformation - ESCENE_NODE_UPDATE_ABS UpdateAbsolutePosBehavior; + ESCENE_NODE_UPDATE_ABS AbsPosUpdateBehavior; //! Automatic culling state u32 AutomaticCullingState;